Dynamically variable advertising incentive rewards in online games

ABSTRACT

A system and method for managing a computer-implemented online game provides dynamically variable rewards to incentivize player interaction with sponsored content presented within the game. The particular reward offered to incentivize player interaction with particular sponsored content (e.g., a particular advertisement) can be dynamically variable based on the attributes of the player, thus providing user-specific custom rewards for interaction with sponsored content. Properties of incentive rewards that may be dynamically variable can include a custom type of in-game asset or resource, and/or a custom amount of a particular in-game asset or resource.

RELATED APPLICATION

The present application claims the benefit of priority under 35 U.S.C.§119(e) to U.S. Provisional Patent Application Ser. No. 61/828,811,filed on May 30, 2013, which is incorporated by reference herein in itsentirety.

FIELD

The present disclosure generally relates to computer-implemented games.The disclosure also relates to presenting sponsored content, such asadvertising content, within an online game.

BACKGROUND

Many online games present advertisements and other promotional contentor sponsored content to players of the online games. For example, someonline games may display static or dynamic advertisements within thegame.

Some sponsored content may be interactive and may be associated withcorresponding rewards, so that user interaction with the content is acondition for achieving a corresponding reward. In this way, activeplayer engagement with the sponsored content is promoted, improvingexposure of a brand or product promoted in the sponsored content.

BRIEF DESCRIPTION OF THE DRAWINGS

The example embodiments are illustrated by way of example, and notlimitation, in the figures of the accompanying drawings, in which likereference numerals indicate the same or similar elements unlessotherwise indicated.

FIG. 1 shows a schematic diagram of a virtual gaming system, accordingto some example embodiments.

FIG. 2 shows a social network within a social graph, according to someexample embodiments.

FIG. 3 is a block diagram illustrating an integrated in-game advertisingplatform, in some example embodiments.

FIG. 4 is a block diagram illustrating a game system, in some exampleembodiments.

FIG. 5 is a flow diagram illustrating an example method for presentingsponsored content to a player of an online game, in some exampleembodiments.

FIG. 6 is a flow diagram illustrating an example method for providingdynamic rewards to a player of an online game, in some exampleembodiments.

FIG. 7 is an example embodiment of a user interface for providingdynamic rewards to a player, in accordance with an example embodiment.

FIG. 8 illustrates data flow between example components of the examplesystem of FIG. 1.

FIG. 9 illustrates an example network environment in which variousembodiments may operate.

FIG. 10 illustrates an example computing system architecture, which maybe used to implement one or more of the methodologies described herein.

DESCRIPTION OF EXAMPLE EMBODIMENTS Overview

Example embodiments described below disclose systems and methods forproviding dynamically variable rewards to players of an online game. Insome example embodiments, the systems and methods identify and/ordetermine attributes or characteristics (e.g., playing history, currentgame play status, advertisement interaction history, and so on) for aplayer, and provide rewards to the player based on the determinedcharacteristics, such as by providing rewards to the player based onactions (e.g., watching or interacting with an advertisement) performedby the player within or associated with the online game. The particularreward offered to incentivize player interaction with particularsponsored content (e.g., a particular advertisement) may thus bedynamically variable based on the attributes of the player, therebyproviding user-specific custom rewards for interaction with sponsoredcontent.

The method may comprise identifying sponsored content for in-gamepresentation to a player of a computer-implemented game, identifying anattribute of the player, and determining a custom property of an in-gamereward associated with the sponsored content, based at least in part onthe player attribute. The method may further comprise offering to theplayer the in-game reward as incentive for interaction with thesponsored content, the offered reward having the custom reward property.

Note that, as used herein, determining/identifying/calculating anattribute means determining/identifying/calculating an attribute valueapplicable to the user for a corresponding characteristic or attributetype. For example, if the relevant player attribute type is a playerengagement level, then determining the attribute of the player maycomprise determining whether the player's player engagement level islow, medium, or high. Likewise, in cases where the relevant playerattribute is the player's geographic location, determining the attributemay comprise identifying the player's physical location.

Similarly, determining/calculating/selecting a property of the in-gamereward means determining/calculating/selecting a value for a particulartype of property of the reward. In some cases, for example, the rewardproperty type comprises a particular type of in-game benefit or asset.In such a case, determining the custom reward property may compriseselecting a custom type of in-game benefit or asset from a predeterminedplurality of benefit types. For example, determining the custom rewardproperty may comprise determining whether the in-game reward associatedwith a particular advertisement comprises energy boosts for the player'splayer character, a particular in-game object having gameplayfunctionalities, or a virtual currency bonus. Instead, or in addition,the property type for the reward may be a quantum or amount of anassociated in-game benefit. In such a case, determining the customreward property may comprise determining a customized quantum of thein-game benefit. For example, determining a custom reward property maycomprise automated calculation of a digital number of energy boosts tobe offered to the player as an incentive for interacting with aparticular advertisement.

The method may include calculating an interaction probability for theplayer based on one or more player attributes (in some embodiments basedon a predetermined set of attributes), the interaction probabilityindicating an estimated or predicted likelihood that the player willperform an interactive activity upon which awarding of the incentivereward is conditional. The custom reward property may be determined as afactor of the calculated interaction probability.

In one example, determining a customized quantum for in-game assetsoffered as the incentive reward comprises adjusting a base value forrewards associated with the sponsored content as a function of thecalculated interaction probability. Note that the base value may bespecific to particular sponsored content, and/or may be specific to agame context in which the sponsored content is presented. Thus, forexample, particular interactive sponsored content that a participant ispresented with at a particular friction point in the game fiction mayhave a corresponding base value, with one or more properties of auser-specific custom reward offered to the player being based on one ormore player attributes of the relevant player. In some exampleembodiments, the automated adjustment is such that the value of thecustom reward has an inverse relationship to the calculated interactionprobability. A more valuable incentive reward may thus be offered to aplayer who has a relatively lower interaction probability, and adifferent, less valuable incentive reward offered to another player whohas a relatively higher interaction probability.

In one example embodiment, one or more reward properties are determinedbased on empirical data regarding historical in-game behavior of playerswith respect to interactive sponsored content. Such historicalinteraction data may be compiled by monitoring gameplay of multipleplayers on an ongoing basis, so that the historical interaction datacomprises a dynamically updated historical database of playerinteraction with sponsored content. The historical database may includelinked information regarding: (a) outcomes of respective instances ofinteractive sponsored content presentation within the game (e.g.,whether or not the relevant player interacted with the presentedsponsored content, and whether or not the relevant interaction activitywas completed); (b) respective values for a corresponding set of playerattributes at the time of sponsored content presentation (e.g., therelevant player's interaction history at the time, the player's gamestate at the time, the player's gameplay history at the time, and soforth); and/or (c) properties of an incentive reward offered at the timefor interaction with the sponsored content.

The calculation of the interaction probability for a particular playermay be performed by automated statistical analysis of the historicalinteraction data based on one or more player attributes of a targetedplayer. The calculation may, for example, comprise calculating astatistical approximation of a historical rate of interaction withsponsored content by players having respective sets of historicalattributes substantially corresponding or analogous to the current setof attributes of the target player. In such cases, the system may beconfigured to monitor in-game behavior of players, and the method maycomprise monitoring such behavior and compiling the historicalinteraction data based on the monitoring.

These and other example embodiments are described, by way of example, infurther detail below.

Example Systems

FIG. 1 illustrates an example of a system 100 for implementing variousdisclosed embodiments. In particular embodiments, the system 100comprises a player 101, a social networking system 120 a, a gamenetworking system 120 b, a client system 130, and a network 160. Thecomponents of the system 100 may be connected to each other in anysuitable configuration, using any suitable type of connection. Thecomponents may be connected directly or over the network 160, which maybe any suitable network. For example, one or more portions of thenetwork 160 may be an ad hoc network, an intranet, an extranet, avirtual private network (VPN), a local area network (LAN), a wirelessLAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), ametropolitan area network (MAN), a portion of the Internet, a portion ofthe Public Switched Telephone Network (PSTN), a cellular telephonenetwork, another type of network, or a combination of two or more suchnetworks.

The social networking system 120 a may be a network-addressablecomputing system that can host one or more social graphs. The socialnetworking system 120 a may generate, store, receive, and transmitsocial networking data. The social networking system 120 a may beaccessed by the other components of the system 100 either directly orvia the network 160. The game networking system 120 b is anetwork-addressable computing system that may host one or more onlinegames. The game networking system 120 b may generate, store, receive,and transmit game-related data, such as, for example, game account data,game input, game state data, and game displays. The game networkingsystem 120 b may be accessed by the other components of the system 100either directly or via the network 160. The player 101 may use theclient system 130 to access, send data to, and receive data from thesocial networking system 120 a and the game networking system 120 b. Theclient system 130 may access the social networking system 120 a or thegame networking system 120 b directly, via the network 160, or via athird-party system. For example, the client system 130 may access thegame networking system 120 b via the social networking system 120 a. Theclient system 130 may be any suitable computing device, such as apersonal computer, laptop, cellular phone, smart phone, computingtablet, and so on.

The components of the system 100 may be connected to each other usingany suitable connections 110. For example, the suitable connections 110may include wireline (e.g., Digital Subscriber Line (DSL) or Data OverCable Service Interface Specification (DOCSIS)), wireless (e.g., Wi-Fior Worldwide Interoperability for Microwave Access (WiMAX)) or optical(e.g., Synchronous Optical Network (SONET) or Synchronous DigitalHierarchy (SDH)) connections. One or more connections 110 may include anad hoc network, an intranet, an extranet, a VPN, a LAN, a WLAN, a WAN, aWWAN, a MAN, a portion of the Internet, a portion of the PSTN, acellular telephone network, another type of connection, or a combinationof two or more such connections. The connections 110 need notnecessarily be the same throughout the system 100. One or more firstconnections 110 may differ in one or more respects from one or moresecond connections 110.

In an online computer game, a game engine manages a game state of thegame. The game state comprises all game play parameters, includingplayer character state, non-player character state, in-game objectstate, game world state (e.g., internal game clocks, game environment),and other game play parameters. Each player 101 controls one or moreplayer characters (PCs). The game engine controls all other aspects ofthe game, including non-player characters (NPCs) and in-game objects.The game engine also manages the game state, including the playercharacter state for currently active (online) and inactive (offline)players.

An online game may be hosted by the game networking system 120 b, whichcan be accessed using any suitable connection 110 with a suitable clientsystem 130. A player 101 may have a game account on the game networkingsystem 120 b, wherein the game account can contain a variety ofinformation associated with the player 101 (e.g., the player's personalinformation, financial information, purchase history, player characterstate, and game state). In some example embodiments, the player 101 mayplay multiple games on the game networking system 120 b, which maymaintain a single game account for the player 101 with respect to allthe games, or multiple individual game accounts for each game withrespect to the player 101. In some example embodiments, the gamenetworking system 120 b may assign a unique identifier to each player101 of an online game hosted on the game networking system 120 b. Thegame networking system 120 b may determine that a player 101 isaccessing the online game by reading the user's cookies, which may beappended to HTTP requests transmitted by the client system 130, and/orby the player 101 logging onto the online game.

In some example embodiments, the player 101 may access an online gameand control the game's progress via the client system 130 (e.g., byinputting commands to the game at the client device). The client system130 may display the game interface, receive inputs from the player 101,transmit user inputs or other events to the game engine, and receiveinstructions from the game engine. The game engine can be executed onany suitable system (e.g., the client system 130, the social networkingsystem 120 a, and/or the game networking system 120 b). For example, theclient system 130 may download client components of an online game,which are executed locally, while a remote game server, such as the gamenetworking system 120 b, provides backend support for the clientcomponents and may be responsible for maintaining application data ofthe game, processing the inputs from the player 101, updating and/orsynchronizing the game state based on the game logic and each input fromthe player 101, and transmitting instructions to the client system 130.As another example, each time the player 101 provides an input to thegame through the client system 130 (e.g., by typing on the keyboard orclicking the mouse of client system 130), the client components of thegame may transmit the player's input to the game networking system 120b.

In an online multiplayer game, players may control player characters(PCs), a game engine controls non-player characters (NPCs) and gamefeatures, and the game engine also manages player character state andgame state and tracks the state for currently active (i.e., online)players and currently inactive (i.e., offline) players. A playercharacter can have a set of attributes and a set of friends associatedwith the player character. As used herein, a term “player characterstate” can refer to any in-game characteristic of a player character,such as location, assets, levels, condition, health, status, inventory,skill set, name, orientation, affiliation, specialty, and so on. Playercharacters may be displayed as graphical avatars within a user interfaceof the game. In other implementations, no avatar or other graphicalrepresentation of the player character is displayed. Game stateencompasses the notion of player character state and refers to anyparameter value that characterizes the state of an in-game element, suchas a non-player character, a virtual object (such as a wall or castle),and so forth. The game engine may use the player character state todetermine the outcome of game events, sometimes also considering set orrandom variables. Generally, a player character's probability of havinga more favorable outcome is greater when the player character has abetter state. For example, a healthier player character is less likelyto die in a particular encounter relative to a weaker player characteror non-player character. In some embodiments, the game engine can assigna unique client identifier to each player 101.

In some example embodiments, the player 101 may access particular gameinstances of an online game. A game instance is a copy of a specificgame play area that is created during runtime. In some exampleembodiments, a game instance is a discrete game play area where one ormore players 101 may interact in synchronous or asynchronous play. Agame instance may be, for example, a level, zone, area, region,location, virtual space, or other suitable play area. A game instancemay be populated by one or more in-game objects. Each object may bedefined within the game instance by one or more variables, such as, forexample, position, height, width, depth, direction, time, duration,speed, color, and other suitable variables. A game instance may beexclusive (i.e., accessible only by specific players) or non-exclusive(i.e., accessible by any player). In some example embodiments, a gameinstance is populated by one or more player characters controlled by oneor more players 101 and one or more in-game objects controlled by thegame engine. When accessing an online game, the game engine may allowthe player 101 to select a particular game instance to play from aplurality of game instances. Alternatively, the game engine mayautomatically select the game instance that the player 101 will access.In some example embodiments, an online game comprises only one gameinstance that all players 101 of the online game can access.

In some example embodiments, a specific game instance may be associatedwith one or more specific players 101. A game instance is associatedwith a specific player 101 when one or more game parameters of the gameinstance are associated with the specific player 101. For example, agame instance associated with a first player 101 may be named “FirstPlayer's Play Area.” This game instance may be populated with the firstplayer's player character and one or more in-game objects associatedwith the first player 101. In some example embodiments, a game instanceassociated with a specific player 101 may only be accessible by thatspecific player 101. For example, a first player 101 may access a firstgame instance when playing an online game, and this first game instancemay be inaccessible to all other players 101. In other embodiments, agame instance associated with a specific player 101 may be accessible byone or more other players, either synchronously or asynchronously withthe specific player's game play. For example, a first player 101 may beassociated with a first game instance, but the first game instance maybe accessed by all first-degree friends in the first player's socialnetwork. In some example embodiments, the game engine may create aspecific game instance for a specific player 101 when that player 101accesses the game. For example, the game engine may create a first gameinstance when a first player 101 initially accesses an online game, andthat same game instance may be loaded each time the first player 101accesses the game. Alternatively, for example, the game engine maycreate a new game instance each time a first player 101 accesses anonline game, wherein each game instance may be created randomly orselected from a set of predetermined game instances. In some exampleembodiments, the set of in-game actions available to a specific player101 may be different in a game instance that is associated with thatplayer 101 compared to a game instance that is not associated with thatplayer 101. The set of in-game actions available to a specific player ina game instance associated with that player 101 may be a subset, asuperset, or independent of the set of in-game actions available to thatplayer 101 in a game instance that is not associated with him. Forexample, a first player 101 may be associated with Blackacre Farm in anonline farming game. The first player 101 may be able to plant crops onBlackacre Farm. If the first player 101 accesses a game instanceassociated with another player 101, such as Whiteacre Farm, the gameengine may not allow the first player 101 to plant crops in that gameinstance. However, other in-game actions may be available to the firstplayer 101, such as watering or fertilizing crops on Whiteacre Farm.

In some example embodiments, a game engine can interface with a socialgraph. Social graphs are models of connections between entities (e.g.,individuals, users, contacts, friends, players, player characters,non-player characters, businesses, groups, associations, concepts, andthe like). These entities are considered “users” of the social graph; assuch, the terms “entity” and “user” may be used interchangeably whenreferring to social graphs herein. A social graph can have a node foreach entity and edges to represent relationships between entities. Anode in a social graph can represent any entity. In some exampleembodiments, a unique client identifier can be assigned to each user inthe social graph. This disclosure assumes that at least one entity of asocial graph is a player or player character in an online multiplayergame, though this disclosure includes any suitable social graph users.

The minimum number of edges with which a player (or player character)can be connected to another user is considered the degree of separationbetween them. For example, where the player and the other user aredirectly connected (one edge), they are deemed to be separated by onedegree of separation. The other user would be a so-called “first-degreefriend” of the player. Where the player and the other user are connectedthrough one other user (two edges), they are deemed to be separated bytwo degrees of separation. This user would be a so-called “second-degreefriend” of the player. Where the player and the other user are connectedthrough N edges (or N−1 other users), they are deemed to be separated byN degrees of separation. This user would be a so-called “Nth-degreefriend.” As used herein, the term “friend” means only first-degreefriends, unless context suggests otherwise.

Within the social graph, each player (or player character) has a socialnetwork. A player's social network includes all users in the socialgraph within N_(max) degrees of the player, where N_(max) is the maximumdegree of separation allowed by the system managing the social graph(e.g., the social networking system 120 a or the game networking system120 b). In some example embodiments, N_(max) equals 1, such that theplayer's social network includes only first-degree friends. In someexample embodiments, N_(max) is unlimited and the player's socialnetwork is coextensive with the social graph.

In some example embodiments, the social graph is managed by the gamenetworking system 120 b, which is managed by the game operator. In otherembodiments, the social graph is part of a social networking system 120a managed by a third party (e.g., Facebook®, Friendster, Myspace). Inother embodiments, the player 101 has a social network on both the gamenetworking system 120 b and the social networking system 120 a, whereinthe player 101 can have a social network on the game networking system120 b that is a subset, a superset, or independent of the player'ssocial network on the social networking system 120 a. In such combinedsystems, the game networking system 120 b may maintain social graphinformation with edge type attributes that indicate whether a givenfriend is an “in-game friend,” an “out-of-game friend,” or both. Thevarious embodiments disclosed herein are operable when the social graphis managed by the social networking system 120 a, the game networkingsystem 120 b, or both.

FIG. 2 shows an example of a social network 200 within a social graph.As shown, Player 101 can be associated, connected, or linked to variousother users, or “friends,” within an out-of-game social network 250.These associations, connections, or links can track relationshipsbetween users within the out-of-game social network 250 and are commonlyreferred to as online “friends” or “friendships” between users. Eachfriend or friendship in a particular user's social network within asocial graph is commonly referred to as a “node.” For purposes ofillustration and not by way of limitation, the details of theout-of-game social network 250 will be described in relation to Player101. As used herein, the terms “player” and “user” can be usedinterchangeably and can refer to any user or user-controlled characterin an online multiuser game system or social networking system. As usedherein, the term “friend” can mean any node within a player's socialnetwork.

As shown in FIG. 2, Player 101 has direct connections with severalfriends. When Player 101 has a direct connection with anotherindividual, that individual is referred to as a first-degree friend. Inthe out-of-game social network 250, Player 101 has two first-degreefriends. That is, Player 101 is directly connected to Friend 1₁ 211 andFriend 2₁ 221. In a social graph, it is possible for individuals to beconnected to other individuals through their first-degree friends (i.e.,friends of friends). As described above, each edge required to connect aplayer to another user is considered the degree of separation. Forexample, FIG. 2 shows that, in the out-of-game social network 250,Player 101 has three second-degree friends to which he is connected viahis connection to his first-degree friends. Second-degree Friend 1₂ 212and Friend 2₂ 222 are connected to Player 101 via his first-degreeFriend 1₁ 211, and Friend 3₂ 232 is connected to Player 101 via hisfirst-degree Friend 2₁ 221. The limit on the depth of friendconnections, or the number of degrees of separation for associations,that Player 101 is allowed is typically dictated by the restrictions andpolicies implemented by the social networking system 120 a.

In some example embodiments, Player 101 can have Nth-degree friendsconnected to him through a chain of intermediary degree friends asindicated in FIG. 2. For example, Nth-degree Friend 1_(N) 219 isconnected to Player 101 via second-degree Friend 3₂ 232 and one or moreother higher-degree friends. Various embodiments may take advantage ofand utilize the distinction between the various degrees of friendshiprelative to Player 101.

In some example embodiments, a player (or player character) may have asocial graph within an online multiplayer game that is maintained by thegame engine and another social graph maintained by a separate socialnetworking system. FIG. 2 depicts an example of an in-game socialnetwork 260 and the out-of-game social network 250. As discussed herein,Player 101 has out-of-game connections 255 to a plurality of friends,forming the out-of-game social network 250. Here, Friend 1₁ 211 andFriend 2₁ 221 are first-degree friends with Player 101 in hisout-of-game social network 250. Player 101 also has in-game connections265 to a plurality of players, forming the in-game social network 260.That is, Friend 2₁ 221, Friend 3₁ 231, and Friend 4₁ 241 arefirst-degree friends with Player 101 in his in-game social network 260.In some embodiments, it is possible for a friend to be in both theout-of-game social network 250 and the in-game social network 260. Forexample, Friend 2₁ 221 has both an out-of-game connection 255 and anin-game connection 265 with Player 101, such that Friend 2₁ 221 is inboth Player 101's in-game social network 260 and Player 101'sout-of-game social network 250.

As with other social networks, Player 101 may have second-degree andhigher-degree friends in both his in-game and out-of-game socialnetworks. In some embodiments, it is possible for Player 101 to have afriend connected to him both in his in-game and out-of-game socialnetworks, wherein the friend is at different degrees of separation ineach network. For example, if Friend 2₂ 222 had a direct in-gameconnection with Player 101 (not shown), Friend 2₂ 222 would be asecond-degree friend in Player 101's out-of-game social network, but afirst-degree friend in Player 101's in-game social network. Inparticular embodiments, a game engine can access the in-game socialnetwork 260, the out-of-game social network 250, or both.

In some example embodiments, the connections in a player's in-gamesocial network can be formed both explicitly (e.g., users “friend” eachother) and implicitly (e.g., the system observes user behaviors and“friends” users to each other). Unless otherwise indicated, reference toa friend connection between two or more players can be interpreted tocover both explicit and implicit connections, using one or more socialgraphs and other factors to infer friend connections. The friendconnections can be unidirectional or bidirectional. It is also not alimitation of this description that two players who are deemed “friends”for the purposes of this disclosure are not friends in real life (i.e.,in disintermediated interactions or the like), but that could be thecase.

Example of Integrated In-Game Advertisement Platform

In some example embodiments, the systems and methods described hereinprovide an integrated interface to different advertisement providers, inorder to provide a single player experience/interaction betweenusers/players of online games and the presented advertisements, amongother benefits. The systems and methods may present advertisements andother sponsored content or promotional material in various formats, suchas JPEG, video, HTML5, and so on. For example, different media inputsare converted to a single user interface (UI) to provide a uniform,transparent experience to the player. That is, the entire playerexperience, from load to completion (and any interaction with the media,such as rewards), may take place within a single UI, or within a linkedseries of UIs launched from within the game and having a look and feelcommon to regulation or default game UIs with which the player mayinteract during normal gameplay.

FIG. 3 is a block diagram illustrating an integrated in-game advertisingplatform provided by a platform system 300, in accordance with oneexample embodiment. The system 300 may include a game system 301 (inthis example embodiment comprising a game server) that communicates witha third party advertisement network 302 that is configured to provideadvertisements or other sponsored content from various providers,further referred to as Ad Providers 304 (e.g., Ad Provider 1, AdProvider 2, Ad Provider N), such as game sponsors and other sponsoringentities. The game system 301 and/or the advertisement network 302 mayprovide advertisements and other sponsored content to a client device312, such as within or overlaying a game fiction of an online gameprovided by the game system 301. Note that, except where the contextclearly mandates a different interpretation, or where the description iswith respect to a specific example advertisement, the term“advertisement” or “advertising” is used broadly in the description thatfollows to include non-advertisement sponsored content. Suchnon-advertisement sponsored content may include, for example, customersurveys, themed mini-games, and the like.

The system 300 comprises various components that provide specificfunctionalities associated with in-game presentation and/orincentivization of sponsored content. In this example embodiment, atleast some of these functionalities are provided by distributed systemscommunicatively coupled to the game system 301. It will be appreciated,however that the various functionalities may be provided in otherembodiments by a more centralized game engine or game system 301, while,in other embodiments, the respective functionalities may be provided bya yet more distributed system.

in this example embodiment, the system 300 includes a signaturevalidation system 306 configured to validate devices within theplatform, an ad targeting system 308 configured to identify, target,and/or match advertisements to players viewing the advertisements,and/or an interaction tracking system 310 configured to trackinteractions of players with advertisements (or other sponsored content,as mentioned above) presented to players on respective client devices312. The system 300 may further include an interface system 320communicatively coupled to the 3rd party ad network 302, the clientdevice 312, and the game system 301.

The following is an example of different components that may interactbetween the game system 301 and the interface system 320 associated withthe third party advertisement network 302 in order to present sponsoredcontent to players 101, for example to resolve friction points withinonline games based on the presentation of interactive advertisements.Note that many architectures alternative to that described below fallwithin the scope of this disclosure. Features of the interface system320 may, for example, be integrated in the game system 301.Alternatively, the functions of the various processing components ofFIG. 3 may be performed by distributed processing devices.

Once an online game is launched, the game system 301 may initializeFlash based on an initUser transaction. The game system 301 fetchestargeting information from a targeting service, such as the ad targetingsystem 308. At the same time or in parallel, the game system 301initializes the online game code (e.g., game HTML or JavaScript), by (1)fetching 3PAN playloads from a ZRuntime script, and (2) outputting anappropriate 3PAN payload into a page stream to create a 3PAN JavaScriptmodule which can retrieve sponsored content from the third partyadvertisement network 302. At a friction point, the game system 301, viaFlash, identifies available content. If available, the game system 301presents an option to view the content, and when the player selects theoption, the 3PAN payload calls a load function with a pointer to thediv/frame that is rendering the retrieved content. Upon completion of apresentation of the content, the 3PAN payload transmits a “completedmessage” to the game system 301, and closes the content window. The gamesystem 301 then resolves the friction point by granting energy orperforming other transactions within the online game. Note that althoughthe example embodiments are described as presenting interaction withsponsored content as a mechanism for resolution of friction points inthe game fiction, aspects of the disclosure relating to dynamicallyvariable rewards for interaction with sponsored content may in otherembodiments be employed in combination with the presentation ofsponsored content that is not associated with resolution of an in-gamefriction point.

In some example embodiments, displayed sponsored content may be in arich-media format, and include a video piece along with a survey or quizquestions, although in some cases, the sponsored content may includearbitrary web content (pure video, display only, rich media, and so on).In some example embodiments, the game system 301 may utilize an IFramewindow triggered from a Flash or HTML5 game client as the contentplacement mechanism.

In some example embodiments, the interface system 320 may provide an SDKthat reduces in-game integration costs, among other things. The SDK mayalso provide uniform tracking and allow the interface system 320 tomanage and onboard new advertisement networks and/or content providerswithout game studio development involvement. The system may alsointegrate with a targeting engine, such as the ad targeting system 308,providing the ability to target the sponsored content of respectivesponsored activities in a sequence of activities themselves, as well astarget in-game placements to different player segments based on theirgeography, demographics, behavior, and so on.

FIG. 4 is a block diagram illustrating the game system 301, inaccordance with an example embodiment. The game system 301 may includevarious hardware and/or software modules, such as a game engine 401, agame fiction module 402, a player attribute module 419, a sponsoredcontent module 403, a reward module 412, and an interaction data module425. The sponsored content module 403 may comprise a content selectionmodule 404, a content presentation module 406, a content interactionmodule 408, and a presentation trigger module 410. The reward module 412may comprise a prediction engine 421 and a reward calculator 423. Theinteraction data module 425 may comprise a monitoring module 429 and adatabase compiler 431. The game system 301 may further comprise ahistorical behavior database 450 and a player attribute database 452.Respective functionalities of these components of the game system 301will be evident from the description of the example methods performed byuse of the example game system 301, as described with reference to FIGS.5-7 below, with various method operations being performed bycorresponding system components.

In some example embodiments, the game fiction module 402 is configuredand/or programmed to receive an indication of an occurrence of a triggerevent within a game fiction of an online game. For example, the gamefiction module 402 may receive from the game system 301 an indicationthat a player of an online game has arrived at a friction point or pinchpoint within a game fiction, such as an occurrence of a player runningout of energy, having a low or empty account of virtual currency,failing a task or quest within the online game, and so on. In someembodiments, the trigger event may comprise user selection of an optionassociated with presentation of interactive sponsored content comprisinga sequence of sponsored activities. In such case, the presentationtrigger module 410 may be configured to present a plurality ofalternative options to the player in response to, for example, afriction point in the game fiction, one of the alternative options beingassociated with presentation of the interactive sponsored content. Asmentioned above, some embodiments may provide for automatic adjustmentof incentive rewards separate from the provision of a interactivesponsored content for a friction point resolution.

In some example embodiments, the content selection module 404 isconfigured and/or programmed to select interactive sponsored contentfrom a group of content providers, to be presented to the player of theonline game. For example, the content selection module 404 may selectsponsored content (e.g., an interactive advertisement such as a video,quiz, and so on) from the Ad Providers 304, based on informationreceived from the game system 301, such as information from the adtargeting system 308 that provides information associated withcharacteristics of a player playing the online game, a state of theonline game, and so on.

In some example embodiments, the content presentation module 406 isconfigured and/or programmed to directly (or indirectly, via the gameserver) present the sponsored content to a user device associated with aplayer of an online game. For example, the content presentation module406 directly presents the sponsored content to the client device 312 byoverlaying the content over an online game provided by the game system301 that is currently running on the client device 312.

In some embodiments, the reward module 412 is configured automaticallyto calculate a custom incentive reward that is to be offered to theplayer for predefined interaction with the selected sponsored content,with one or more properties of the incentive reward being determined asa function of one or more player attributes of the particular player towhom the sponsored content is to be presented.

In some example embodiments, the content interaction module 408 isconfigured and/or programmed to determine that the player of the onlinegame has interacted with the presented sponsored content. For example,the content interaction module 408 may determine that a video has playedor that a player has answered one or more questions from a displayedinteractive quiz, may receive an indication from the game system 301that the player has viewed the content, and so on.

Once it has been determined that the player has interacted with thepresented sponsored content, the content interaction module 408 maytransmit to the game system 301 an indication that the player hasinteracted with the presented sponsored content, and the reward module412 may provide an in-game reward to the player based on playerinteraction with the presented sponsored content. In some embodiments,the reward may comprise resolution of the friction point in the gamefiction.

Example Methods

FIG. 5 is a flow diagram illustrating an example embodiment of a method500 for presenting sponsored content to a player of an online game. Inoperation 503, the game system 301 determines the occurrence of atrigger event within the game. In this example embodiment, the triggerevent is a friction point or pinch point within a game fiction. Forexample, the game fiction module 402 may receive an indication from thegame engine 401 that a player has reached a friction point or pinchpoint within a game fiction.

Example friction points may include running low or out of energy,running low or out of virtual currency, running low or out of time tocomplete a task or project within the game, failing to complete a taskor project within the game, losing a competition within the online game,and so on. In other embodiments, friction points within the game fictionmay comprise progression of a player to a particular point within thegame fiction. In some cases, for example, a particular in-game challengeor impasse came be overcome only by user interaction with interactivesponsored content, as described below, so that arrival of the player atthe predetermined point in the game fiction constitutes a trigger eventthat causes presentation of interactive sponsored content. Triggerevents can instead, or in addition, comprise user selection of an optionto interact with sponsored content for associated rewards.

In operation 506, a set of player attributes is identified for use indetermining a custom incentive reward for the player. In some exampleembodiments, the custom incentive reward may be determined based on asingle player attribute. In this example embodiment, however, the playerattribute module 419 is configured to identify respective values for apredetermined set of player attributes consisting of a plurality ofplayer attributes is identified, at operation 506. In some embodiments,the set of player attributes may be limited to a predefined combinationof attributes, which may be different for different use cases (e.g.,having different sets of player attributes for determining rewardproperties for different types of sponsored content, for differentfriction points or progress points in the game fiction, for differenttypes of players, or the like). In other embodiments, the playerattribute module 419 is configured to retrieve and store respectivevalues for as many player attributes as possible from a predefinedcomprehensive list of player attributes.

The player attributes may be based on the player's gameplay history,and/or the player's history of interacting with sponsored content. Theset of player attributes may, for example, include a player typeassociated with the player, a player skill level, a current gameplayneed for the player (e.g., one last virtual object or decoration tocomplete a set, a certain amount of currency to make a certain purchase,or the like), a previous reward history associated with the player, anactivity level of the player, or the like. The player attributes mayinstead, or in addition, include the player's history of completingsponsored content activities (for example with available attributevalues of never, usually, or always), the player's experience levelregarding sponsored content (e.g., indicating a level of familiaritywith in-game advertising and/or value exchange models), the player'sengagement level in the game (for example with available attributevalues of low, medium, or high), or a virality level for the player(indicating, for example, the player's historical propensity forperforming sharing activities on social media for receiving incentiverewards). In some embodiments, one or more player attributes may bebased on historical interaction behavior of the player's friends.

At operation 509, the game system 301 retrieves interactive sponsoredcontent, e.g. from the 3rd party ad network 302. The particularsponsored content (e.g., the particular advertisement) that is retrievedfor the player may be selected based at least in part on the set ofplayer attributes. For example, the content selection module 404 mayselect and retrieve one or more of a plurality of interactiveadvertisements or other sponsored content (e.g., a video advertisement,an interactive quiz, or the like) from one of multiple content providersassociated with the third party advertisement network 302.

At operation 512, a custom incentive reward is determined for the playerbased on the corresponding set of player attributes. For example, thegame system 301 may select and/or generate a reward based on game playor game history attributes for the player. The selected reward mayinclude various rewards described herein, such as virtual currency,energy, virtual objects, decorations, discounts on items for purchase oracquisition, and so on. Determination of the custom incentive reward maycomprise determining a custom quantum (i.e., a particular number oramount) of in particular in-game asset based on the set of playerattributes. Note that the quantum of the incentive reward for aparticular advertisement is thus dynamically variable as a function ofthe corresponding player attributes, so that the game system 301automatically provides a user-specific incentive reward based on theparticular values of the set of player attributes. Thus, for example,the amount of virtual currency offer to the player as incentive for,e.g., watching a particular video ad may be different for differentplayers, depending on the respective player attributes.

Instead, or in addition, the determining of the custom incentive rewardfor the player, at operation 512, may comprise an automated process forselecting a particular type of in-game asset to be offered as theincentive reward. The set of attributes may, for example, indicate thatthe player has just run out of a particular in-game resource (e.g.,energy or cash), in response to which the offered incentive reward maybe a particular amount of the depleted resource. Further aspects ofautomated determination of the custom incentive reward, at operation512, are discussed later herein with reference to FIG. 6.

In operation 515, the game system 301 presents the retrieved sponsoredcontent directly to a computing device associated with the relevantplayer. For example, the content presentation module 406 overlays apresentation of a retrieved advertisement on top of a currently runninggame within the client device 312. In this example embodiment,presenting the sponsored content, at operation 515, comprises displayinga user-selectable option for interacting with particular sponsoredcontent, together with offering the custom incentive reward as anincentive for interacting with the sponsored content.

FIG. 7 shows an example embodiment of a user interface (UI) 1000 thatmay be displayed within a game interface 1005 showing a view of agameboard (in this example embodiment a virtual in-game space consistingof the player's game instance, which is a virtual city developed andmanaged by the player). The UI 1000 includes an ad prompt 1020 thatprovides a user-selectable user interface element (in this exampleembodiment, a “watch ad” soft button) that can be selected by the playerto launch an associated video ad. UI 1000 further includes a benefittype icon 1015 that indicates the type of benefit offered as incentivereward, in this example embodiment comprising energy boosts consumableby the player within game play. Note that the benefit may be a custombenefit type, selected based on the player's corresponding attributes.The UI 1000 further includes an amount icon 1010 that indicates a customamount of the corresponding game resource (in this example indicatingthe number of energy boosts) that are offered as the incentive reward.

Returning now to FIG. 5, it can be seen that the method 500 includesdetermining, at operation 518, that the player has interacted with thesponsored content. In the example embodiment of FIG. 7, this maycomprise determining that the player has selected the ad prompt providedby soft button 1020, and has played the corresponding video ad tocompletion.

In operation 521, the custom incentive reward is provided to the playerin response to determining that the predefined player interaction hasbeen completed. The value and/or type of in-game benefit provided to theplayer corresponds to the automatically determined, variable propertiesdetermined based on the player attributes, at operation 512. In theexample embodiment of FIG. 7, the offered 5 energy boosts accrue to theplayer's energy balance.

In some example embodiments, the game system 301 and/or the game engine401 may perform method 500 at various other times within a game fiction,such as other points within a game fiction that may require a player toperform a task or other action with an online game, at times when aplayer's status or associated metrics indicate a possible need for areward (e.g., the player is running low on energy), or in response toplayer input triggering a sponsored content presentation process.

FIG. 6 shows a flowchart 512 of an example embodiment of a method fordetermining one or more custom properties for an incentive reward basedon player attributes, so that flowchart 512, in this example,illustrates an expanded view of a series of operations or steps whichtogether constitute the operation or process represented by block 512 inthe flowchart 500 of FIG. 5.

At operation 608, a custom type of in-game benefit is selected for useas incentive reward, based on one or more of the player attributes. Thismay comprise a particular game asset from a predefined set of availablegame assets that are available for use as incentive rewards.

In some example embodiments, selection of the reward asset, at operation608, may be based on identifying in-game needs of the player based onthe player attributes, which may include game state information. If, forexample, the player attributes indicate that the player is a regularconsumer of, say, a strawberry resource and is running low on thatresource, the game system 301 may automatically select strawberryresources as the type of in-game asset for the incentive reward. In oneexample embodiment, the game system 301 is configured to identify whichresource the player consumes most heavily from the set comprisingstrawberries, hay, and water. In response to determining the mostheavily consumed resource, that resource is selected as the customreward asset.

In another example embodiment, it may be determined from the identifiedplayer attributes how regularly the player spends out-of-game currencyfor acquiring a specific in-game resource, for example in-game currency.If it is determined that the player regularly buys in-game currency,then the game asset may be selected as a resource other than in-gamecurrency.

Instead, or in addition, the particular quantum or amount of in-gameassets for the incentive reward may be calculated. This may comprise, atoperation 612, identifying a base value for the selected sponsoredcontent that is to be incentivized with an associated reward. Eachadvertisement may, for example, have a specific associated base valuethat indicates a default reward value. Instead, or in addition, thedefault value may attach to a particular point in the game fiction. Thedefault reward value may be quantified in terms of the associated rewardasset (which may in some instances be a custom game asset selected atoperation 608, or may in other instances be a non-variable game assetassociated with the sponsored content and/or with the relevant point inthe game fiction).

At operation 616, the identified player attributes are correlated to thehistorical interaction data in order to calculate, at operation 620, aninteraction probability that indicates a quantified likelihood that theplayer will interact with the selected sponsored content. Thecalculation of interaction probability thus comprises performingstatistical analysis of historical interaction data for players toestimate a historical rate of interaction with sponsored content byplayers whose player attributes correspond to or are analogous to theset of attributes for the player. Defined differently, the calculationof interaction probability comprises predicting a likelihood of playerinteraction based on empirical historical data. The statistical analysismay comprise clustering analysis on data collected progress points inthe game system 301, and joining that data with existing ad inventoryand real-time user play.

In this example embodiment, the statistical modeling or analysis withrespect to the historical interaction data produces a numerical valuebetween zero and one that indicates the interaction probability for theplayer based on the current player attributes. It will be appreciatedthat an interaction probability value of zero indicates a 0% likelihoodof interaction, while an interaction probability value of one indicatesa 100% likelihood of interaction.

At operation 624, the relevant base value is adjusted based on thecalculated interaction probability, to produce a customized quantum orcustom reward amount for the incentive reward. In this exampleembodiment, the adjustment of the base value comprises modification ofthe base value by a reward multiplier. The modification in this exampleis inversely related to the calculated interaction probability, so thatthe less likely a player is to interact with the sponsored content, thegreater is the value of the offered incentive reward. In one exampleembodiment, adjustment of the base value is in accordance with athree-banded adjustment mechanism illustrated by the table below, for aninstance in which the base value is 6 units of the relevant rewardasset.

Interaction probability 0-0.33 0.34-0.66 0.67-1 Reward Multiplier 3× 2×1× Base Reward 6 6 6 Total Reward 18 12 6

At operation 628, the automatically determined custom reward assetsand/or custom reward amount are delivered for use in an ad prompt thatdisplays the custom incentive reward information on the client device312.

The method 512 may further include monitoring the in-game behavior ofplayers of the game, at operation 632, and compiling, at operation 636,historical interaction data, for example to produce the historicalbehavior database 450 (see FIG. 4). The monitoring of the in-gamebehavior of the players may include identifying and recording respectivehistorical player attributes for respective players of the game, andlinking the historical player attributes to respective outcomes ofdifferent instances of sponsored content presentation. In one exampleembodiment, the monitored and recorded behavior may include playerclick-streams while players are interacting with sponsored content orother game elements. In addition to some of the attributes mentionedabove, monitored attributes may include gender, age, device attributes,games played, friends, and so forth. Engagement with and completion ofvarious types of creative content, including sponsored content, may becaptured.

The monitoring may be performed on an ongoing basis, and the method 512may include dynamically updating the historical interaction data, atoperation 636. The game system 301 may thus include a feedback loop, sothat it is self-learning and dynamically updates the empirical data uponwhich automated incentive reward variation is based.

A benefit of the above-describe example methods and systems is thatuser-specific dynamic adjustment of incentive rewards is expectedgreatly to increase user engagement and completion of sponsored contentand associated interactive activities. Conventional reward-based ads arestatic in nature, with the same reward offered to every user,irrespective of their previous history or engagement. Some prior systemsprovide for user-specific volume and/or frequency caps, but these do notprovide for offering a user-specific modified or adjusted incentivereward.

For example, consider an in-game ad campaign within Zynga's Farmville 2™game that rewards users for watching video ads. User A, who has seen thevideo before, may get a different reward for watching the video a secondtime. User B, who has never seen the video, may get a standard ordefault reward, and User C, who is collecting farm animals, may get oneor more animals as a reward.

The example method makes incentive rewards dynamic per player, using theplayer's attributes and a prior history (including ad engagement historyand gameplay history) to drive custom rewards. The result is to make theincentive rewards more appealing and thus provide for a more engaging adexperience, further resulting in improved conversion and completionrates.

FIG. 8 illustrates an example data flow between the components of system800. In particular embodiments, system 800 can include client system830, social networking system 820 a, and game networking system 820 b.The components of system 800 can be connected to each other in anysuitable configuration, using any suitable type of connection. Thecomponents may be connected directly or over any suitable network.Client system 830, social networking system 820 a, and game networkingsystem 820 b can each have one or more corresponding data stores such aslocal data store 825, social data store 845, and game data store 865,respectively. Social networking system 820 a and game networking system820 b can also have one or more servers that can communicate with clientsystem 830 over an appropriate network. Social networking system 820 aand game networking system 820 b can have, for example, one or moreinternet servers for communicating with client system 830 via theInternet. Similarly, social networking system 820 a and game networkingsystem 820 b can have one or more mobile servers for communicating withclient system 830 via a mobile network (e.g., GSM, PCS, Wi-Fi, WPAN, andthe like). In some embodiments, one server may be able to communicatewith client system 830 over both the Internet and a mobile network. Inother embodiments, separate servers can be used.

Client system 830 can receive and transmit data 823 to and from gamenetworking system 820 b. This data can include, for example, webpages,messages, game inputs, game displays, HTTP packets, data requests,transaction information, updates, and other suitable data. At some othertime, or at the same time, game networking system 820 b can communicatedata 843 and 847 (e.g., game state information, game system accountinformation, page info, messages, data requests, updates, and so forth)with other networking systems, such as social networking system 820 a(e.g., Facebook®, Myspace, and the like). Client system 830 can alsoreceive and transmit data 827 to and from social networking system 820a. This data can include, for example, webpages, messages, social graphinformation, social network displays, HTTP packets, data requests,transaction information, updates, and other suitable data.

Communication between client system 830, social networking system 820 a,and game networking system 820 b can occur over any appropriateelectronic communication medium or network using any suitablecommunications protocols. For example, client system 830, as well asvarious servers of the systems described herein, may include TransportControl Protocol/Internet Protocol (TCP/IP) networking stacks to providefor datagram and transport functions. Of course, any other suitablenetwork and transport layer protocols can be utilized.

In addition, hosts or end-systems described herein may use a variety ofhigher layer communications protocols, including client-server (orrequest-response) protocols, such as HTTP and other communicationsprotocols, such as HTTP-S, FTP, SNMP, TELNET, and a number of otherprotocols. In addition, a server in one interaction context may be aclient in another interaction context. In particular embodiments, theinformation transmitted between hosts may be formatted as HTMLdocuments. Other structured document languages or formats can be used,such as XML and the like. Executable code objects, such as JavaScriptand ActionScript, can also be embedded in the structured documents.

In some client-server protocols, such as the use of HTML over HTTP, aserver generally transmits a response to a request from a client. Theresponse may comprise one or more data objects. For example, theresponse may comprise a first data object, followed by subsequentlytransmitted data objects. In particular embodiments, a client requestmay cause a server to respond with a first data object, such as an HTMLpage, which itself refers to other data objects. A client application,such as a browser, will request these additional data objects as itparses or otherwise processes the first data object.

In particular embodiments, an instance of an online game can be storedas a set of game state parameters that characterize the state of variousin-game objects, such as, for example, player character stateparameters, non-player character parameters, and virtual itemparameters. In particular embodiments, game state is maintained in adatabase as a serialized, unstructured string of text data as aso-called Binary Large Object (BLOB). When a player accesses an onlinegame on game networking system 820 b, the BLOB containing the game statefor the instance corresponding to the player can be transmitted toclient system 830 for use by a client-side executable to process. Inparticular embodiments, the client-side executable may be a FLASH-basedgame, which can de-serialize the game state data in the BLOB. As aplayer plays the game, the game logic implemented at client system 830maintains and modifies the various game state parameters locally. Theclient-side game logic may also batch game events, such as mouse clicks,and transmit these events to game networking system 820 b. Gamenetworking system 820 b may itself operate by retrieving a copy of theBLOB from a database or an intermediate memory cache (memcache) layer.Game networking system 820 b can also de-serialize the BLOB to resolvethe game state parameters and execute its own game logic based on theevents in the batch file of events transmitted by the client tosynchronize the game state on the server side. Game networking system820 b may then re-serialize the game state, now modified, into a BLOBand pass this to a memory cache layer for lazy updates to a persistentdatabase.

With a client-server environment in which the online games may run, oneserver system, such as game networking system 820 b, may supportmultiple client systems 830. At any given time, there may be multipleplayers at multiple client systems 830, all playing the same onlinegame. In practice, the number of players playing the same game at thesame time may be very large. As the game progresses with each player,multiple players may provide different inputs to the online game attheir respective client systems 830, and multiple client systems 830 maytransmit multiple player inputs and/or game events to game networkingsystem 820 b for further processing. In addition, multiple clientsystems 830 may transmit other types of application data to gamenetworking system 820 b.

In particular embodiments, a computer-implemented game may be atext-based or turn-based game implemented as a series of web pages thatare generated after a player selects one or more actions to perform. Theweb pages may be displayed in a browser client executed on client system830. As an example and not by way of limitation, a client applicationdownloaded to client system 830 may operate to serve a set of webpagesto a player. As another example and not by way of limitation, acomputer-implemented game may be an animated or rendered game executableas a stand-alone application or within the context of a webpage or otherstructured document. In particular embodiments, the computer-implementedgame may be implemented using Adobe Flash-based technologies. As anexample and not by way of limitation, a game may be fully or partiallyimplemented as a SWF (Small Web Format) object that is embedded in a webpage and executable by a Flash media player plug-in. In particularembodiments, one or more described webpages may be associated with oraccessed by social networking system 820 a. This disclosure contemplatesusing any suitable application for the retrieval and rendering ofstructured documents hosted by any suitable network-addressable resourceor website.

Application event data of a game is any data relevant to the game (e.g.,player inputs). In particular embodiments, each application datum mayhave a name and a value, and the value of the application datum maychange (i.e., be updated) at any time. When an update to an applicationdatum occurs at client system 830, either caused by an action of a gameplayer or by the game logic itself, client system 830 may need to informgame networking system 820 b of the update. For example, if the game isa farming game with a harvest mechanic (such as Zynga® FarmVille), anevent can correspond to a player clicking on a parcel of land to harvesta crop. In such an instance, the application event data may identify anevent or action (e.g., harvest) and an object in the game to which theevent or action applies. For illustration purposes and not by way oflimitation, system 800 is discussed in reference to updating amulti-player online game hosted on a network-addressable system (suchas, for example, social networking system 820 a or game networkingsystem 820 b), where an instance of the online game is executed remotelyon a client system 830, which then transmits application event data tothe hosting system such that the remote game server synchronizes gamestate associated with the instance executed by the client system 830.

In particular embodiments, one or more objects of a game may berepresented as an Adobe® Flash (or other authoring environment, such asHTML5) object. Flash may manipulate vector and raster graphics, andsupports bidirectional streaming of audio and video. “Flash” may meanthe authoring environment, the player, or the application files. Inparticular embodiments, client system 830 may include a Flash client.The Flash client may be configured to receive and run Flash applicationor game object code from any suitable networking system (such as, forexample, social networking system 820 a or game networking system 820b). In particular embodiments, the Flash client may be run in a browserclient executed on client system 830. A player can interact with Flashobjects using client system 830 and the Flash client. The Flash objectscan represent a variety of in-game objects. Thus, the player may performvarious in-game actions on various in-game objects by making variouschanges and updates to the associated Flash objects. In particularembodiments, in-game actions can be initiated by clicking or similarlyinteracting with a Flash object that represents a particular in-gameobject. For example, a player can interact with a Flash object to use,move, rotate, delete, attack, shoot, or harvest an in-game object. Thisdisclosure contemplates performing any suitable in-game action byinteracting with any suitable Flash object. In particular embodiments,when the player makes a change to a Flash object representing an in-gameobject, the client-executed game logic may update one or more game stateparameters associated with the in-game object. To ensure synchronizationbetween the Flash object shown to the player at client system 830, theFlash client may send the events that caused the game state changes tothe in-game object to game networking system 820 b. However, to expeditethe processing and hence the speed of the overall gaming experience, theFlash client may collect a batch of some number of events or updatesinto a batch file. The number of events or updates may be determined bythe Flash client dynamically or determined by game networking system 820b based on server loads or other factors. For example, client system 830may send a batch file to game networking system 820 b whenever 50updates have been collected or after a threshold period of time, such asevery minute.

As used herein, the term “application event data” may refer to any datarelevant to a computer-implemented game application that may affect oneor more game state parameters, including, for example and withoutlimitation, changes to player data or metadata, changes to player socialconnections or contacts, player inputs to the game, and events generatedby the game logic. In particular embodiments, each application datum mayhave a name and a value. The value of an application datum may change atany time in response to the game play of a player or in response to thegame engine (e.g., based on the game logic). In particular embodiments,an application data update occurs when the value of a specificapplication datum is changed. In particular embodiments, eachapplication event datum may include an action or event name and a value(such as an object identifier). Thus, each application datum may berepresented as a name-value pair in the batch file. The batch file mayinclude a collection of name-value pairs representing the applicationdata that have been updated at client system 830. In particularembodiments, the batch file may be a text file and the name-value pairsmay be in string format.

In particular embodiments, when a player plays an online game on clientsystem 830, game networking system 820 b may serialize all thegame-related data, including, for example and without limitation, gamestates, game events, and user inputs, for this particular user and thisparticular game into a BLOB and store the BLOB in a database. The BLOBmay be associated with an identifier that indicates that the BLOBcontains the serialized game-related data for a particular player and aparticular online game. In particular embodiments, while a player is notplaying the online game, the corresponding BLOB may be stored in thedatabase. This enables a player to stop playing the game at any timewithout losing the current state of the game the player is in. When aplayer resumes playing the game next time, game networking system 820 bmay retrieve the corresponding BLOB from the database to determine themost-recent values of the game-related data. In particular embodiments,while a player is playing the online game, game networking system 820 bmay also load the corresponding BLOB into a memory cache so that thegame system may have faster access to the BLOB and the game-related datacontained therein.

In particular embodiments, one or more described webpages may beassociated with a networking system or networking service. However,alternate embodiments may have application to the retrieval andrendering of structured documents hosted by any type of networkaddressable resource or web site. Additionally, as used herein, a usermay be an individual, a group, or an entity (such as a business or thirdparty application).

Particular embodiments may operate in a WAN environment, such as theInternet, including multiple network addressable systems. FIG. 9illustrates an example network environment 900, in which various exampleembodiments may operate. Network cloud 960 generally represents one ormore interconnected networks, over which the systems and hosts describedherein can communicate. Network cloud 960 may include packet-based WANs(such as the Internet), private networks, wireless networks, satellitenetworks, cellular networks, paging networks, and the like. As FIG. 9illustrates, particular embodiments may operate in a network environmentcomprising one or more networking systems, such as social networkingsystem 920 a, game networking system 920 b, and one or more clientsystems 930. The components of social networking system 920 a and gamenetworking system 920 b operate analogously; as such, hereinafter theymay be referred to simply at networking system 920. Client systems 930are operably connected to the network environment via a network serviceprovider, a wireless carrier, or any other suitable means.

Networking system 920 is a network addressable system that, in variousexample embodiments, comprises one or more physical servers 922 and datastores 924. The one or more physical servers 922 are operably connectedto network cloud 960 via, by way of example, a set of routers and/ornetworking switches 926. In an example embodiment, the functionalityhosted by the one or more physical servers 922 may include web or HTTPservers and FTP servers, as well as, without limitation, webpages andapplications implemented using Common Gateway Interface (CGI) script,PHP Hyper-text Preprocessor (PHP), Active Server Pages (ASP), Hyper TextMarkup Language (HTML), Extensible Markup Language (XML), Java,JavaScript, Asynchronous JavaScript and XML (AJAX), Flash, ActionScript,and the like.

Physical servers 922 may host functionality directed to the operationsof networking system 920. Hereinafter servers 922 may be referred to asserver 922, although server 922 may include numerous servers hosting,for example, networking system 920, as well as other contentdistribution servers, data stores, and databases. Data store 924 maystore content and data relating to, and enabling, operation ofnetworking system 920 as digital data objects. A data object, inparticular embodiments, is an item of digital information typicallystored or embodied in a data file, database, or record. Content objectsmay take many forms, including text (e.g., ASCII, SGML, HTML), images(e.g., jpeg, tif, and gif), graphics (vector-based or bitmap), audio,video (e.g., mpeg), or other multimedia, and combinations thereof.Content object data may also include executable code objects (e.g.,games executable within a browser window or frame), podcasts, and thelike. Logically, data store 924 corresponds to one or more of a varietyof separate and integrated databases, such as relational databases andobject-oriented databases, that maintain information as an integratedcollection of logically related records or files stored on one or morephysical systems. Structurally, data store 924 may generally include oneor more of a large class of data storage and management systems. Inparticular embodiments, data store 924 may be implemented by anysuitable physical system(s) including components such as one or moredatabase servers, mass storage media, media library systems, storagearea networks, data storage clouds, and the like. In one exampleembodiment, data store 924 includes one or more servers, databases(e.g., MySQL), and/or data warehouses. Data store 924 may include dataassociated with different networking system 920 users and/or clientsystems 930.

Client system 930 is generally a computer or computing device includingfunctionality for communicating (e.g., remotely) over a computernetwork. Client system 930 may be a desktop computer, laptop computer,personal digital assistant (PDA), in- or out-of-car navigation system,smart phone or other cellular or mobile phone, or mobile gaming device,among other suitable computing devices. Client system 930 may executeone or more client applications, such as a web browser (e.g., MicrosoftInternet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, andOpera), to access and view content over a computer network. Inparticular embodiments, the client applications allow a user of clientsystem 930 to enter addresses of specific network resources to beretrieved, such as resources hosted by networking system 920. Theseaddresses can be Uniform Resource Locators (URLs) and the like. Inaddition, once a page or other resource has been retrieved, the clientapplications may provide access to other pages or records when the user“clicks” on hyperlinks to other resources. By way of example, suchhyperlinks may be located within the webpages and provide an automatedway for the user to enter the URL of another page and to retrieve thatpage.

A webpage or resource embedded within a webpage, which may itselfinclude multiple embedded resources, may include data records, such asplain textual information, or more complex digitally encoded multimediacontent, such as software programs or other code objects, graphics,images, audio signals, videos, and so forth. One prevalent markuplanguage for creating webpages is HTML. Other commonweb-browser-supported languages and technologies include XML, theExtensible Hypertext Markup Language (XHTML), JavaScript, Flash,ActionScript, Cascading Style Sheet (CSS), and, frequently, Java. By wayof example, HTML enables a page developer to create a structureddocument by denoting structural semantics for text and links, as well asimages, web applications, and other objects that can be embedded withinthe page. Generally, a webpage may be delivered to a client as a staticdocument; however, through the use of web elements embedded in the page,an interactive experience may be achieved with the page or a sequence ofpages. During a user session at the client, the web browser interpretsand displays the pages and associated resources received or retrievedfrom the website hosting the page, as well as, potentially, resourcesfrom other websites.

When a user at a client system 930 desires to view a particular webpage(hereinafter also referred to as a target structured document) hosted bynetworking system 920, the user's web browser, or other documentrendering engine or suitable client application, formulates andtransmits a request to networking system 920. The request generallyincludes a URL or other document identifier as well as metadata or otherinformation. By way of example, the request may include informationidentifying the user, such as a user ID, as well as informationidentifying or characterizing the web browser or operating systemrunning on the user's client system 930. The request may also includelocation information identifying a geographic location of the user'sclient system 930 or a logical network location of the user's clientsystem 930. The request may also include a timestamp identifying whenthe request was transmitted.

Although the example network environment described above and illustratedin FIG. 9 is described with respect to social networking system 920 aand game networking system 920 b, this disclosure encompasses anysuitable network environment using any suitable systems. As an exampleand not by way of limitation, the network environment may include onlinemedia systems, online reviewing systems, online search engines, onlineadvertising systems, or any combination of two or more such systems.

FIG. 10 illustrates an example computing system architecture, which maybe used to implement a server 922 or a client system 930. In oneembodiment, a hardware system 1100 comprises a processor 1102, a cachememory 1104, and one or more executable modules and drivers, stored on atangible computer readable medium, directed to the functions describedherein. Additionally, hardware system 1100 may include a highperformance input/output (I/O) bus 1106 and a standard I/O bus 1108. Ahost bridge 1111 may couple processor 1102 to high performance I/O bus1106, whereas I/O bus bridge 1112 couples the two buses 1106 and 1108 toeach other. A system memory 1114 and one or more network/communicationinterfaces 1116 may couple to high-performance I/O bus 1106. Hardwaresystem 1100 may further include video memory (not shown) and a displaydevice coupled to the video memory. Mass storage 1118 and I/O ports 1120may couple to standard I/O bus 1108. Hardware system 1100 may optionallyinclude a keyboard, a pointing device, and a display device (not shown)coupled to standard I/O bus 1108. Collectively, these elements areintended to represent a broad category of computer hardware systems,including but not limited to general purpose computer systems based onthe x86-compatible processors manufactured by Intel Corporation of SantaClara, Calif., and the x86-compatible processors manufactured byAdvanced Micro Devices (AMD), Inc., of Sunnyvale, Calif., as well as anyother suitable processor.

The elements of hardware system 1100 are described in greater detailbelow. In particular, network/communication interface 1116 providescommunication between hardware system 1100 and any of a wide range ofnetworks, such as an Ethernet (e.g., IEEE 802.3) network, a backplane,and so forth. Mass storage 1118 provides permanent storage for the dataand programming instructions to perform the above-described functionsimplemented in servers 922, whereas system memory 1114 (e.g., DRAM)provides temporary storage for the data and programming instructionswhen executed by processor 1102. I/O ports 1120 are one or more serialand/or parallel communication ports that provide communication betweenadditional peripheral devices, which may be coupled to hardware system1100.

Hardware system 1100 may include a variety of system architectures, andvarious components of hardware system 1100 may be rearranged. Forexample, cache memory 1104 may be on-chip with processor 1102.Alternatively, cache memory 1104 and processor 1102 may be packedtogether as a “processor module,” with processor 1102 being referred toas the “processor core.” Furthermore, certain embodiments of the presentdisclosure may not require nor include all of the above components. Forexample, the peripheral devices shown coupled to standard I/O bus 1108may couple to high performance I/O bus 1106. In addition, in someembodiments, only a single bus may exist, with the components ofhardware system 1100 being coupled to the single bus. Furthermore,hardware system 1100 may include additional components, such asadditional processors, storage devices, or memories.

An operating system manages and controls the operation of hardwaresystem 1100, including the input and output of data to and from softwareapplications (not shown). The operating system provides an interfacebetween the software applications being executed on the system and thehardware components of the system. Any suitable operating system may beused, such as the LINUX Operating System, the Apple Macintosh OperatingSystem, available from Apple Computer Inc. of Cupertino, Calif., UNIXoperating systems, Microsoft® Windows® operating systems, BSD operatingsystems, and the like. Of course, other embodiments are possible. Forexample, the functions described herein may be implemented in firmwareor on an application-specific integrated circuit.

Furthermore, the above-described elements and operations can becomprised of instructions that are stored on non-transitory storagemedia. The instructions can be retrieved and executed by a processingsystem. Some examples of instructions are software, program code, andfirmware. Some examples of non-transitory storage media are memorydevices, tape, disks, integrated circuits, and servers. The instructionsare operational when executed by the processing system to direct theprocessing system to operate in accord with the disclosure. The term“processing system” refers to a single processing device or a group ofinter-operational processing devices. Some examples of processingdevices are integrated circuits and logic circuitry. Those skilled inthe art are familiar with instructions, computers, and storage media.

One or more features from any embodiment may be combined with one ormore features of any other embodiment without departing from the scopeof the disclosure.

A recitation of “a,” “an,” or “the” is intended to mean “one or more”unless specifically indicated to the contrary. In addition, it is to beunderstood that functional operations, such as “awarding,” “locating,”“permitting,” and the like, are executed by game application logic thataccesses, and/or causes changes to, various data attribute valuesmaintained in a database or other memory.

The present disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsherein that a person having ordinary skill in the art would comprehend.Similarly, where appropriate, the appended claims encompass all changes,substitutions, variations, alterations, and modifications to the exampleembodiments herein that a person having ordinary skill in the art wouldcomprehend.

For example, the methods, game features, and game mechanics describedherein may be implemented using hardware components, softwarecomponents, and/or any combination thereof. By way of example, whileembodiments of the present disclosure have been described as operatingin connection with a networking website, various embodiments of thepresent disclosure can be used in connection with any communicationsfacility that supports web applications. Furthermore, in someembodiments the term “web service” and “website” may be usedinterchangeably and additionally may refer to a custom or generalizedAPI on a device, such as a mobile device (e.g., cellular phone, smartphone, personal GPS, personal digital assistance, personal gamingdevice, and the like), that makes API calls directly to a server. Thespecification and drawings are, accordingly, to be regarded in anillustrative rather than a restrictive sense. It will, however, beevident that various modifications and changes may be made thereuntowithout departing from the broader spirit and scope of the disclosure asset forth in the claims and that the disclosure is intended to cover allmodifications and equivalents within the scope of the following claims.

We claim:
 1. A method comprising: identifying sponsored content forin-game presentation to a player of a computer-implemented game;identifying an attribute of the player; in an automated operation basedat least in part on the attribute and performed using one or moreprocessors, determining a custom reward property of an in-game rewardassociated with the sponsored content; and offering to the player thein-game reward as incentive for interaction with the sponsored content,the offered in-game reward having the custom reward property.
 2. Themethod of claim 1, wherein the custom reward property comprises acustomized quantum of an in-game benefit available to the player forinteraction with the sponsored content.
 3. The method of claim 1,wherein the determining of the custom reward property comprises:calculating an interaction probability for the player based at least inpart on the attribute of the player; and calculating or selecting thecustom reward property based on the calculated interaction probabilityfor the player.
 4. The method of claim 3, wherein the determining of thecustom reward property comprises determining a customized quantum forthe in-game reward by adjusting a base value based on the calculatedinteraction probability, such that lower values for the calculatedinteraction probability result in higher values for the customizedquantum.
 5. The method of claim 3, wherein the calculating of theinteraction probability comprises statistical correlation of theattribute of the player to historical interaction data that indicatehistorical behavior of multiple players with respect to sponsoredcontent.
 6. The method of claim 3, wherein the calculating of theinteraction probability comprises: identifying a set of attributes ofthe player; and performing statistical analysis of historicalinteraction data for multiple players based on the set of attributes ofthe player, to estimate a historical rate of interaction with sponsoredcontent by players having a respective set of attributes substantiallycorresponding to the set of attributes of the player.
 7. The method ofclaim 1, further comprising: identifying respective sets of playerattributes for multiple players of the computer-implemented game;monitoring in-game behavior of the multiple players with respect tohistorically presented sponsored content within the game; and compilinghistorical interaction data that indicates respective outcomes ofsponsored content presentation to the multiple players, the respectiveoutcomes being linked to the corresponding sets of player attributes. 8.The method of claim 3, wherein the custom reward property comprises acustom benefit type available to the player for interaction with thesponsored content, the determining of the custom reward propertycomprising selecting the custom benefit type for the in-game reward froma predetermined plurality of benefit types.
 9. The method of claim 8,wherein the selecting of the custom benefit type is such that there isan inverse relationship between an in-game value of the custom benefittype and the calculated interaction probability.
 10. The method of claim1, wherein the attribute of the player comprises historical behavior ofthe player.
 11. The method of claim 10, wherein the historical behaviorcomprises historical gameplay behavior of the player.
 12. The method ofclaim 10, wherein the historical behavior comprises historicalinteraction behavior of the player with respect to historical sponsoredcontent.
 13. The method of claim 12, wherein the historical interactionbehavior comprises a level of completion of activities associated withthe historical sponsored content.
 14. A system comprising: a sponsoredcontent module configured to identify sponsored content for in-gamepresentation to a player of a computer-implemented game; a playerattribute module configured to identify an attribute of the player; anda reward module configured to: determine a custom reward property of anin-game reward associated with the sponsored content; and offer to theplayer the in-game reward as incentive for interaction with thesponsored content, the offered in-game reward having the custom rewardproperty.
 15. The system of claim 14, wherein the custom reward propertycomprises a customized quantum of an in-game benefit available to theplayer for interaction with the sponsored content.
 16. The system ofclaim 14, wherein the reward module is configured to determine customreward property by, at least: calculating an interaction probability forthe player based at least in part on the attribute of the player; andcalculating or selecting the custom reward property based on thecalculated interaction probability for the player.
 17. The system ofclaim 16, wherein the reward module is configured to determine thecustom reward property by operations that comprise determining acustomized quantum for the in-game reward by adjusting a base valuebased on the calculated interaction probability, such that lower valuesfor the calculated interaction probability result in higher values forthe customized quantum.
 18. The system of claim 16, wherein the rewardmodule is configured to calculate the interaction probability based atleast in part on statistical correlation of the attribute of the playerto historical interaction data that indicate historical behavior ofmultiple players with respect to sponsored content.
 19. The system ofclaim 16, wherein the custom reward property comprises a custom benefittype available to the player for interaction with the sponsored content,the reward module being configured to determine the custom rewardproperty based at least in part on selecting the custom benefit type forthe in-game reward from a predetermined plurality of benefit types. 20.The system of claim 14, wherein the reward module is configured todetermine the custom reward property performing operations that includedetermining a plurality of custom properties for the in-game rewardbased at least in part on the attribute of the player.
 21. Anon-transitory computer readable storage medium including instructionsfor causing a machine, when the instructions are executed by themachine, to perform operations comprising: identifying sponsored contentfor in-game presentation to a player of a computer-implemented game;identifying an attribute of the player; in an automated operation basedat least in part on the attribute and performed using one or moreprocessors, determining a custom reward property of an in-game rewardassociated with the sponsored content; and offering to the player thein-game reward as incentive for interaction with the sponsored content,the offered in-game reward having the custom reward property.